Reanimator... MM's rejoice

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Posted by: Scarran.9845

Scarran.9845

I had 8 of the little critters running around whilst doing the Infinirarium, all that was missing was a flute as I felt like the pied piper with all those little rats following me.

I always thought the limit was 5 but either it got bumped up or previously they just never lasted that long to see past 5.

Axere – lvl 80 Necro
Nemmeister – lvl 80 Engineer
Jay Knot – lvl 80 Warrior | Rusty Colt – lvl 80 Thief

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Posted by: Overkillengine.6084

Overkillengine.6084

I’d like to see PotH be replaced with something like gaining Retaliation (2 or 3 seconds) when stunned, personally.

Or how about granting the Necro retaliation when a minion dies? And none of this ICD hibbity jibbity either; it would already be capped by the number of minions you could have out.

Edit: of course this assumes the trait would also be made an major/optional trait instead of a minor deadweight trait for non mm builds.

(edited by Overkillengine.6084)

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Posted by: striker.3704

striker.3704

If they made it so that death nova not only made minions explode into poison, but also spawned a jagged horror, I would be ecstatic.

However, it is more likely they will just leave the jagged horror summon to only be on enemy death.

D/S/R necromancer F/A/T elementalist
S/I/F engineer Z/R/D guard

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Posted by: Bhawb.7408

Bhawb.7408

Or how about granting the Necro retaliation when a minion dies? And none of this ICD hibbity jibbity either; it would already be capped by the number of minions you could have out.

Edit: of course this assumes the trait would also be made an major/optional trait instead of a minor deadweight trait for non mm builds.

Problem is that many MM builds can already reach full retal uptime because of Axe 3. Obviously you wouldn’t take it if that is the case, but I’d prefer to see more playstyles supported.

As it is now, the only really valid MM playstyle is to have expendable minions that are used for their various uses, and then it isn’t a big deal when they die. If you aren’t using minions as expendable tools, then you either probably aren’t a full MM, or aren’t optimized.

I’d like to see a few other playstyles supported. One of them that this could help support is one where the minions are kept alive. Turn Protection of the Horde from a selfish trait that makes the Necro stronger, into something that helps keep the minions alive, at some cost of making the Necro weaker. Like in some MM builds in GW1, where the Necromancer could be very weak personally, but keep their minions alive very well (at the cost of weakening themselves, especially through health sacrifice and taking DoT’s onto themselves from minions).

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Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

I’d like to see PotH be replaced with something like gaining Retaliation (2 or 3 seconds) when stunned, personally.

Or how about granting the Necro retaliation when a minion dies? And none of this ICD hibbity jibbity either; it would already be capped by the number of minions you could have out.

Edit: of course this assumes the trait would also be made an major/optional trait instead of a minor deadweight trait for non mm builds.

I meant replace it in the current Death magic 15 minor trait slot. It would be a defensive trait that makes use of the boon duration stat.

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Posted by: Scarran.9845

Scarran.9845

I would actually quite like to see an alternative form of MM where when the minions die they provide protection and/or heal/regen in the area they die. A bit like a defensive Death Nova, I think that would allow the minions to bring some sort of advantage to the team and stay in part with the MM’s support role.

It might also smooth over the fact of them dying alot as who is going to complain with free area protection and/or heals.

Axere – lvl 80 Necro
Nemmeister – lvl 80 Engineer
Jay Knot – lvl 80 Warrior | Rusty Colt – lvl 80 Thief

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Posted by: Relair.1843

Relair.1843

Or how about granting the Necro retaliation when a minion dies? And none of this ICD hibbity jibbity either; it would already be capped by the number of minions you could have out.

Edit: of course this assumes the trait would also be made an major/optional trait instead of a minor deadweight trait for non mm builds.

Problem is that many MM builds can already reach full retal uptime because of Axe 3. Obviously you wouldn’t take it if that is the case, but I’d prefer to see more playstyles supported.

As it is now, the only really valid MM playstyle is to have expendable minions that are used for their various uses, and then it isn’t a big deal when they die. If you aren’t using minions as expendable tools, then you either probably aren’t a full MM, or aren’t optimized.

I’d like to see a few other playstyles supported. One of them that this could help support is one where the minions are kept alive. Turn Protection of the Horde from a selfish trait that makes the Necro stronger, into something that helps keep the minions alive, at some cost of making the Necro weaker. Like in some MM builds in GW1, where the Necromancer could be very weak personally, but keep their minions alive very well (at the cost of weakening themselves, especially through health sacrifice and taking DoT’s onto themselves from minions).

Now that is an idea of yours I can finally get behind! Have death nova/reanimator for people that want suicide bombers and have PoTH give toughness and pulsing regen/prot or something on minions at the cost of putting weakness on the necro for people who want them to be more pet-y and stay alive. Win-win!

(edited by Relair.1843)

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Posted by: Overkillengine.6084

Overkillengine.6084

Or how about granting the Necro retaliation when a minion dies? And none of this ICD hibbity jibbity either; it would already be capped by the number of minions you could have out.

Edit: of course this assumes the trait would also be made an major/optional trait instead of a minor deadweight trait for non mm builds.

Problem is that many MM builds can already reach full retal uptime because of Axe 3. Obviously you wouldn’t take it if that is the case, but I’d prefer to see more playstyles supported.

As it is now, the only really valid MM playstyle is to have expendable minions that are used for their various uses, and then it isn’t a big deal when they die. If you aren’t using minions as expendable tools, then you either probably aren’t a full MM, or aren’t optimized.

I’d like to see a few other playstyles supported. One of them that this could help support is one where the minions are kept alive. Turn Protection of the Horde from a selfish trait that makes the Necro stronger, into something that helps keep the minions alive, at some cost of making the Necro weaker. Like in some MM builds in GW1, where the Necromancer could be very weak personally, but keep their minions alive very well (at the cost of weakening themselves, especially through health sacrifice and taking DoT’s onto themselves from minions).

My reasoning was to provide an alternative to running Axe for retaliation actually.

As for build options that focus more on keeping the minions alive (and have it be worth it) I’m not going to hold my breath on that; not with how wonderfully reliable* AI based mechanics are in this game.

  • Totally being a sarcastic kitten here.

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Posted by: Lonewolf Kai.3682

Lonewolf Kai.3682

I’d like to see a few other playstyles supported. One of them that this could help support is one where the minions are kept alive. Turn Protection of the Horde from a selfish trait that makes the Necro stronger, into something that helps keep the minions alive, at some cost of making the Necro weaker. Like in some MM builds in GW1, where the Necromancer could be very weak personally, but keep their minions alive very well (at the cost of weakening themselves, especially through health sacrifice and taking DoT’s onto themselves from minions).

I’d be all over that!

/supported

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Posted by: Bhawb.7408

Bhawb.7408

I would actually quite like to see an alternative form of MM where when the minions die they provide protection and/or heal/regen in the area they die. A bit like a defensive Death Nova, I think that would allow the minions to bring some sort of advantage to the team and stay in part with the MM’s support role.

It might also smooth over the fact of them dying alot as who is going to complain with free area protection and/or heals.

I think this could be better added through a new minion, rather than a trait. You could have something like one bone minion that blows up into a healing area.

But of Corpse – Watch us on YouTube
My PvP Minion Build

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Posted by: Scarran.9845

Scarran.9845

I would actually quite like to see an alternative form of MM where when the minions die they provide protection and/or heal/regen in the area they die. A bit like a defensive Death Nova, I think that would allow the minions to bring some sort of advantage to the team and stay in part with the MM’s support role.

It might also smooth over the fact of them dying alot as who is going to complain with free area protection and/or heals.

I think this could be better added through a new minion, rather than a trait. You could have something like one bone minion that blows up into a healing area.

I like the idea of a new minion but it then falls under the same problems that the current minions have and that is a couple of big area attacks and your benefit is gone.

If the new minion was on a short timer I could see that happening but with the tree re-work coming at some point for DM I was thinking along the lines of a defensively orientated MM trait. As currently fixing AOE to not obliterate your minions doesn’t look to be in the pipe line anytime soon.

I like the idea of one bone minion blowing up into a healing area, lets have a half and half, one does damage and one does healing. That means I can start nicknaming them to wee pain & gain.

Axere – lvl 80 Necro
Nemmeister – lvl 80 Engineer
Jay Knot – lvl 80 Warrior | Rusty Colt – lvl 80 Thief

(edited by Scarran.9845)

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Posted by: Bhawb.7408

Bhawb.7408

That is a core problem of minions, which is fine. They need some weakness, and AoE is their only big weakness (besides them being AI), which can still be gotten around through smart play: at most you will usually only have two melee minions at any time, one of which is quite tanky, and the others are fine to die.

And I wouldn’t want to lose a bone minion’s damage for healing. Not worth it to half-and-half them. Just make a new minion that has some kind of healing (maybe heals a small AoE on hit?), and the active blows him up for a healing area.

The problem with it being a trait, even if its GM in Death Magic (which we need a non-minion GM in DM, so that wouldn’t help), is that minions giving too much defensive benefit on death isn’t good play. Now not only do I not care if they die, but them dying actually makes me tankier. With Death Nova its just an offensive punishment for killing them, but with this it’d actually remove a lot of the counterplay (kill minions to make MM weaker… except now they don’t).

But of Corpse – Watch us on YouTube
My PvP Minion Build

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Posted by: kyubi.3620

kyubi.3620

add a cooldown reduction of 50% on minion summon recharge 8D

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Posted by: WereDragon.6083

WereDragon.6083

Can you list your build WereDragon. I’m swapping some stuff around and would like to give it a shot, thanks.

Sorry it took so long, here ya go.

http://gw2skills.net/editor/?fQAQNAodWjEal6ta2a07JApHRT90TK6GcIF5KNA-j0BBofCiEEgUBBK7pIaslhFRjVZDT9iIqWKgU2CA-w

What do we say to the god of death? Not Today….
Eleshod|80 Thief|Tarnished Coast
Malsavias|80 Necromancer| Tarnished Coast

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Posted by: Scarran.9845

Scarran.9845

That is a core problem of minions, which is fine. They need some weakness, and AoE is their only big weakness (besides them being AI), which can still be gotten around through smart play: at most you will usually only have two melee minions at any time, one of which is quite tanky, and the others are fine to die.

And I wouldn’t want to lose a bone minion’s damage for healing. Not worth it to half-and-half them. Just make a new minion that has some kind of healing (maybe heals a small AoE on hit?), and the active blows him up for a healing area.

The problem with it being a trait, even if its GM in Death Magic (which we need a non-minion GM in DM, so that wouldn’t help), is that minions giving too much defensive benefit on death isn’t good play. Now not only do I not care if they die, but them dying actually makes me tankier. With Death Nova its just an offensive punishment for killing them, but with this it’d actually remove a lot of the counterplay (kill minions to make MM weaker… except now they don’t).

Yeah now that I think of it the bone minion idea really isn’t a good one, I like the burst damage that they bring to the table. But I do think either a minion or trait that brings either team healing or protection via minion/minions would be ideal. MM isn’t renowned for their attacking prowess so having more defence plays to the style.

That way its a catch 50/50 do you attack the minons and risk making the Necro stronger or do you let them hit you and risk taking more damage but can kill the Necro quicker. I do realise having a trait like this is less likely to happen as it will have to be a GM trait and to be honest I would rather have a non minion based GM trait.

I was just trying to think of ways that we can take the stigma off of minions being useless for teams. I do not think they are useless but people see them die alot and do not see a role for them in a team. If there was some way they could provide a team benefit that is more visual maybe it would get rid of that stigma.

Axere – lvl 80 Necro
Nemmeister – lvl 80 Engineer
Jay Knot – lvl 80 Warrior | Rusty Colt – lvl 80 Thief